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authorTorne (Richard Coles) <torne@google.com>2012-11-14 11:43:16 +0000
committerTorne (Richard Coles) <torne@google.com>2012-11-14 11:43:16 +0000
commit5821806d5e7f356e8fa4b058a389a808ea183019 (patch)
treee19f4793aac92e2c0d9a01087019a60d6657d838 /content/common/gpu/media/dxva_video_decode_accelerator.h
parent8e79a8efe247f109aafd917a69e8a392961b3687 (diff)
downloadchromium_org-5821806d5e7f356e8fa4b058a389a808ea183019.tar.gz
Merge from Chromium at DEPS revision r167172
This commit was generated by merge_to_master.py. Change-Id: Ib8d56fd5ae39a2d7e8c91dcd76cc6d13f25f2aab
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+// Copyright (c) 2012 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#ifndef CONTENT_COMMON_GPU_MEDIA_DXVA_VIDEO_DECODE_ACCELERATOR_H_
+#define CONTENT_COMMON_GPU_MEDIA_DXVA_VIDEO_DECODE_ACCELERATOR_H_
+
+#include <d3d9.h>
+#include <dxva2api.h>
+#include <list>
+#include <map>
+#include <mfidl.h>
+#include <vector>
+
+#include "base/compiler_specific.h"
+#include "base/memory/linked_ptr.h"
+#include "base/threading/non_thread_safe.h"
+#include "base/win/scoped_comptr.h"
+#include "content/common/content_export.h"
+#include "media/video/video_decode_accelerator.h"
+
+interface IMFSample;
+interface IDirect3DSurface9;
+
+namespace content {
+
+// Class to provide a DXVA 2.0 based accelerator using the Microsoft Media
+// foundation APIs via the VideoDecodeAccelerator interface.
+// This class lives on a single thread and DCHECKs that it is never accessed
+// from any other.
+class CONTENT_EXPORT DXVAVideoDecodeAccelerator
+ : public media::VideoDecodeAccelerator,
+ NON_EXPORTED_BASE(public base::NonThreadSafe) {
+ public:
+ enum State {
+ kUninitialized, // un-initialized.
+ kNormal, // normal playing state.
+ kResetting, // upon received Reset(), before ResetDone()
+ kStopped, // upon output EOS received.
+ kFlushing, // upon flush request received.
+ };
+
+ // Does not take ownership of |client| which must outlive |*this|.
+ explicit DXVAVideoDecodeAccelerator(
+ media::VideoDecodeAccelerator::Client* client,
+ const base::Callback<bool(void)>& make_context_current);
+ virtual ~DXVAVideoDecodeAccelerator();
+
+ // media::VideoDecodeAccelerator implementation.
+ virtual bool Initialize(media::VideoCodecProfile profile) OVERRIDE;
+ virtual void Decode(const media::BitstreamBuffer& bitstream_buffer) OVERRIDE;
+ virtual void AssignPictureBuffers(
+ const std::vector<media::PictureBuffer>& buffers) OVERRIDE;
+ virtual void ReusePictureBuffer(int32 picture_buffer_id) OVERRIDE;
+ virtual void Flush() OVERRIDE;
+ virtual void Reset() OVERRIDE;
+ virtual void Destroy() OVERRIDE;
+
+ // Initialization work needed before the process is sandboxed.
+ // This includes:-
+ // 1. Loads the dlls like mf/mfplat/d3d9, etc required for decoding.
+ // 2. Setting up the device manager instance which is shared between all
+ // decoder instances.
+ static void PreSandboxInitialization();
+
+ private:
+ typedef void* EGLConfig;
+ typedef void* EGLSurface;
+ // Creates and initializes an instance of the D3D device and the
+ // corresponding device manager. The device manager instance is eventually
+ // passed to the IMFTransform interface implemented by the h.264 decoder.
+ static bool CreateD3DDevManager();
+
+ // Creates, initializes and sets the media types for the h.264 decoder.
+ bool InitDecoder();
+
+ // Validates whether the h.264 decoder supports hardware video acceleration.
+ bool CheckDecoderDxvaSupport();
+
+ // Returns information about the input and output streams. This includes
+ // alignment information, decoder support flags, minimum sample size, etc.
+ bool GetStreamsInfoAndBufferReqs();
+
+ // Registers the input and output media types on the h.264 decoder. This
+ // includes the expected input and output formats.
+ bool SetDecoderMediaTypes();
+
+ // Registers the input media type for the h.264 decoder.
+ bool SetDecoderInputMediaType();
+
+ // Registers the output media type for the h.264 decoder.
+ bool SetDecoderOutputMediaType(const GUID& subtype);
+
+ // Passes a command message to the decoder. This includes commands like
+ // start of stream, end of stream, flush, drain the decoder, etc.
+ bool SendMFTMessage(MFT_MESSAGE_TYPE msg, int32 param);
+
+ // The bulk of the decoding happens here. This function handles errors,
+ // format changes and processes decoded output.
+ void DoDecode();
+
+ // Invoked when we have a valid decoded output sample. Retrieves the D3D
+ // surface and maintains a copy of it which is passed eventually to the
+ // client when we have a picture buffer to copy the surface contents to.
+ bool ProcessOutputSample(IMFSample* sample);
+
+ // Processes pending output samples by copying them to available picture
+ // slots.
+ void ProcessPendingSamples();
+
+ // Helper function to notify the accelerator client about the error.
+ void StopOnError(media::VideoDecodeAccelerator::Error error);
+
+ // Transitions the decoder to the uninitialized state. The decoder will stop
+ // accepting requests in this state.
+ void Invalidate();
+
+ // Notifies the client that the input buffer identifed by input_buffer_id has
+ // been processed.
+ void NotifyInputBufferRead(int input_buffer_id);
+
+ // Notifies the client that initialize was completed.
+ void NotifyInitializeDone();
+
+ // Notifies the client that the decoder was flushed.
+ void NotifyFlushDone();
+
+ // Notifies the client that the decoder was reset.
+ void NotifyResetDone();
+
+ // Requests picture buffers from the client.
+ void RequestPictureBuffers(int width, int height);
+
+ // Notifies the client about the availability of a picture.
+ void NotifyPictureReady(const media::Picture& picture);
+
+ // Sends pending input buffer processed acks to the client if we don't have
+ // output samples waiting to be processed.
+ void NotifyInputBuffersDropped();
+
+ // Decodes pending input buffers.
+ void DecodePendingInputBuffers();
+
+ // Helper for handling the Flush operation.
+ void FlushInternal();
+
+ // To expose client callbacks from VideoDecodeAccelerator.
+ media::VideoDecodeAccelerator::Client* client_;
+
+ base::win::ScopedComPtr<IMFTransform> decoder_;
+
+ // These interface pointers are initialized before the process is sandboxed.
+ // They are not released when the GPU process exits. This is ok for now
+ // because the GPU process does not exit normally on Windows. It is always
+ // terminated. The device manager instance is shared among all decoder
+ // instances. This is OK because there is internal locking performed by the
+ // device manager.
+ static IDirect3DDeviceManager9* device_manager_;
+ static IDirect3DDevice9Ex* device_;
+ static IDirect3DQuery9* query_;
+ static IDirect3D9Ex* d3d9_;
+
+ // The EGL config to use for decoded frames.
+ EGLConfig egl_config_;
+
+ // Current state of the decoder.
+ State state_;
+
+ MFT_INPUT_STREAM_INFO input_stream_info_;
+ MFT_OUTPUT_STREAM_INFO output_stream_info_;
+
+ // Contains information about a decoded sample.
+ struct PendingSampleInfo {
+ PendingSampleInfo(int32 buffer_id, IMFSample* sample);
+ ~PendingSampleInfo();
+
+ int32 input_buffer_id;
+ base::win::ScopedComPtr<IMFSample> output_sample;
+ };
+
+ typedef std::list<PendingSampleInfo> PendingOutputSamples;
+
+ // List of decoded output samples.
+ PendingOutputSamples pending_output_samples_;
+
+ struct DXVAPictureBuffer;
+
+ // This map maintains the picture buffers passed the client for decoding.
+ // The key is the picture buffer id.
+ typedef std::map<int32, linked_ptr<DXVAPictureBuffer> > OutputBuffers;
+ OutputBuffers output_picture_buffers_;
+
+ // Set to true if we requested picture slots from the client.
+ bool pictures_requested_;
+
+ // Ideally the reset token would be a stack variable which is used while
+ // creating the device manager. However it seems that the device manager
+ // holds onto the token and attempts to access it if the underlying device
+ // changes.
+ // TODO(ananta): This needs to be verified.
+ static uint32 dev_manager_reset_token_;
+
+ // Counter which holds the number of input packets before a successful
+ // decode.
+ int inputs_before_decode_;
+
+ // Set to true if all necessary initialization needed before the GPU process
+ // is sandboxed is done.
+ // This includes the following:
+ // 1. All required decoder dlls were successfully loaded.
+ // 2. The device manager initialization completed.
+ static bool pre_sandbox_init_done_;
+
+ // List of input samples waiting to be processed.
+ typedef std::list<media::BitstreamBuffer> PendingInputs;
+ PendingInputs pending_input_buffers_;
+
+ // Callback to set the correct gl context.
+ base::Callback<bool(void)> make_context_current_;
+};
+
+} // namespace content
+
+#endif // CONTENT_COMMON_GPU_MEDIA_DXVA_VIDEO_DECODE_ACCELERATOR_H_